Onos range

Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
With the hit changes, onos attack range is joke. It reaches about as far as the size of the onos itself. Should be cut in half at the very least, especailly vertically, so jetbacks are viable.

Comments

  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Oh noes JP's are not auto win against onos, what oh what are we to do?
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited October 2012
    Well, all alien attack cones are kind of a joke this patch IMO. Bite cone needed to be widened/tweaked, but this change feels like overkill. The cone was effectively trippled, and it has massively raised the skill floor, esp for early game aliens. Marines can be nearly off of your screen and you still get hits on them with ease by holding down mouse1. I would prefer to see them try and fix the player collisions, which I feel are the true source of the problem, than just massively buff the skill floor for all aliens.


    tl;dr: not just an onos problem
  • ScubboScubbo Join Date: 2012-10-03 Member: 161364Members
    I found it great, please don't change, marines should be scared of an onos... instead of just.. eh i'll just fly around shotgun strafing --- its the beastiest unit for aliens... CMON.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    <!--quoteo(post=1997321:date=Oct 25 2012, 11:47 PM:name=Omega_K2)--><div class='quotetop'>QUOTE (Omega_K2 @ Oct 25 2012, 11:47 PM) <a href="index.php?act=findpost&pid=1997321"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With the hit changes, onos attack range is joke. It reaches about as far as the size of the onos itself. Should be cut in half at the very least, especailly vertically, so jetbacks are viable.<!--QuoteEnd--></div><!--QuoteEEnd-->
    As marine i was very surprised how that onos reach me, but i think it is okay, because of the balance.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Haven't played Onos this patch but I always felt that Gore required too much precision aiming considering how the view model flails all over the place. It was just disorienting.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    <!--quoteo(post=1997326:date=Oct 25 2012, 11:49 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Oct 25 2012, 11:49 PM) <a href="index.php?act=findpost&pid=1997326"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, all alien attack cones are kind of a joke this patch IMO. Bite cone needed to be widened/tweaked, but this change feels like overkill. The cone was effectively trippled, and it has massively raised the skill floor, esp for early game aliens. Marines can be nearly off of your screen and you still get hits on them with ease by holding down mouse1.


    tl;dr: not just an onos problem<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, that's true, but onos is really ridiculous. Though, being able to hit marines as skulk by biting the AIR BELOW or ABOVE them is pretty stupid, too.
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    No, the range is fine, you can easily dodge it with a jetpack.
    And it's been already nerfed, it used to be impossible to dodge an Onos in any but the tallest rooms.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->. The cone was effectively trippled, and it has massively raised the skill floor, esp for early game aliens. Marines can be nearly off of your screen and you still get hits on them with ease by holding down mouse1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh noes, ###### aliens are landing 25 dmg hits on marines! MASSIVELY raised the skill floor? Let's not exaggerate here. It has brought up the skill floor for sure, but it's still nowhere near where the skill floor is for marines. Huge skulk models, better movement responsiveness AND more damage/tankier as the game progresses. (Not to mention that shooting things is inherently simpler for the average player than melee combat ever will be)

    The only thing this change does is it effectively makes skulk play more forgiving. The 75 dmg cone is still the same size, you still need good aim to be truly effective, as well as good movement skill to actually get in close on the marine. Granted bigger skulk groups have become noticeably more effective, but I don't honestly consider that a bad thing, it was just sad to see 5 skulks go in on 2 marines and half of them not landing any hits.

    Raising the skill floor doesn't really affect competitive play, it only makes public play more manageable and more enjoyable for aliens, without making the experience any worse for marines.

    All I see both ingame and on the forums, in regards to this change, is elitist players complaining about changes that give the average and newer player at least somewhat a fighting chance. Never mind the fact that these changes don't affect them personally, they just want the game to be harder for everyone, just for the sake of it.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited October 2012
    <!--quoteo(post=1997340:date=Oct 25 2012, 02:00 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 25 2012, 02:00 PM) <a href="index.php?act=findpost&pid=1997340"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All I see both ingame and on the forums, in regards to this change, is elitist players complaining about changes that give the average and newer player at least somewhat a fighting chance. Never mind the fact that these changes don't affect them personally, they just want the game to be harder for everyone, just for the sake of it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    that's exactly it, you're right.

    it's not that gameplay will be extremely stale when there is little difference between an average skulk and an amazing skulk.
    or that there's no challenge to improve your skulk play when you can simply hold down the fire key and almost be guaranteed to come out ahead.

    however, as silly as the bite is, I don't argue that 223 skulks did need <i>some</i> kind of change. the early-game combat seems to be more balanced, but in a very "wrong" way.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->it's not that gameplay will be extremely stale when there is little difference between an average skulk and an amazing skulk.
    or that there's no challenge to improve your skulk play when you can simply hold down the fire key and almost be guaranteed to come out ahead.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The difference between an average skulk and an amazing skulk lies not only in the fact that the average skulk will land successive hits of 25 or 50 dmg, where as the amazing one will land hits of 75, but also in the fact that the amazing skulk will be able to survive for longer (or actually be able to get in close for the kill in the first place...), due to a better grasp of the skulk's movement mechanics and likely land more kills (where as an average one may just die after getting that one kill)

    So tell me, how is that 'little difference'? In what universe is the difference between a clean 2 - 3 hits for kill versus 4+ not a significant difference? And how why don't we compare it with marines, where an average player TRULY IS much closer to a good player.

    So please, do explain to me why this mechanic is 'silly' and undesirable, because all I'm hearing is elitist whining. It would seem that some players here simply don't spend a lot of time in pubs, else they would see how the average player struggles as a skulk, even in 224.
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